﻿// copyright jyz.2024

#pragma once
#include "CoreMinimal.h"
#include "GameplayTagContainer.h"
#include "Engine/DataAsset.h"
#include "AuraAttributeInfo.generated.h"

//属性相关的
USTRUCT(BlueprintType)
struct FAuraAttributeInfoData
{
	GENERATED_BODY()

	UPROPERTY(EditDefaultsOnly,BlueprintReadOnly)
	FGameplayTag AttributeTag = FGameplayTag();
	UPROPERTY(EditDefaultsOnly,BlueprintReadOnly)
	FText AttributeName = FText();
	UPROPERTY(EditDefaultsOnly,BlueprintReadOnly)
	FText AttributeDescription = FText();
	UPROPERTY(BlueprintReadOnly)
	float AttributeValue = 0.f;
};
/**
 * 
 */
UCLASS()
class AURARPGDEMO_API UAuraAttributeInfo : public UDataAsset
{
	GENERATED_BODY()
public:
	FAuraAttributeInfoData FindAttributeInfoForTag(const FGameplayTag& AttributeTag,bool bLogNotFound = false)const;
	UPROPERTY(EditDefaultsOnly,BlueprintReadOnly,Category="Character Class Defaults")
	TArray<FAuraAttributeInfoData> AuraAttributeInfos;
};
